65 lines
1.8 KiB
GDScript
65 lines
1.8 KiB
GDScript
class_name SceneManager extends Node2D
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var bullet = preload("res://scenes/bullet.tscn")
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var grenade = preload("res://scenes/grenade.tscn")
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@onready var coins = $"../Coins"
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@onready var enemies = $"../Enemies"
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@onready var game = $".."
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var bulletArray = []
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var totalAllowedBullets = 7
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# Called when the node enters the scene tree for the first time.
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func _ready():
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buildLevel()
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func buildLevel()->void:
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# hook up coins
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var totalCoins = 0
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if coins:
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for obj in coins.get_children():
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if obj is Coin:
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totalCoins +=1
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#hook up a listener at the game controller
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obj.coinCollectedSignal.connect(game._on_coin_collected)
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#tell GC how many coins total
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game.totalCoins(totalCoins)
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var totalEnemies = 0
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if enemies:
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for obj in enemies.get_children():
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if obj is Slime:
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totalEnemies +=1
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#hook up a listener at game controller
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obj.slimeDamageSignal.connect(game._on_slime_damage)
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pass
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game.totalEnemies(totalEnemies)
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta):
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pass
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func bulletFactory()->Bullet:
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var myBullet:Bullet
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if bulletArray.size() < totalAllowedBullets:
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#make a new bullet
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myBullet = bullet.instantiate()
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game.add_child(myBullet)
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else:
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myBullet = bulletArray.pop_back()
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bulletArray.push_front(myBullet)
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return myBullet
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func makeBullet(_bulletPosition, _bulletSpeed)->void:
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print("make a bullet, put it in the world")
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var myBullet = bulletFactory()
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myBullet.transform = _bulletPosition
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myBullet.setSpeed(_bulletSpeed)
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func makeGrenade(_grenadePosition, _grenadeDirection)->void:
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print("SM make a grenade")
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var myGrenade:Grenade = grenade.instantiate()
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game.add_child(myGrenade)
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myGrenade.apply_central_impulse(Vector2(_grenadeDirection, -1)*200)
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myGrenade.transform = _grenadePosition
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